mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-10 19:10:46 +00:00
504 lines
14 KiB
C++
504 lines
14 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "compat.h"
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#include "engine.h"
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#include "gamefuncs.h"
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#include "names.h"
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#include "view.h"
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#include "status.h"
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#include "exhumed.h"
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#include "player.h"
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#include "aistuff.h"
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#include "sound.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "interpolate.h"
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#include "v_draw.h"
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#include "render.h"
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#include <string.h>
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EXTERN_CVAR(Bool, testnewrenderer)
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BEGIN_PS_NS
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short bSubTitles = true;
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int zbob;
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short dVertPan[kMaxPlayers];
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int nCamerax;
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int nCameray;
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int nCameraz;
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short bTouchFloor;
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short nQuake[kMaxPlayers] = { 0 };
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short nChunkTotal = 0;
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binangle nCameraa;
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fixedhoriz nCamerapan;
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short nViewTop;
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bool bCamera = false;
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int viewz;
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DExhumedActor* pEnemy;
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short nEnemyPal = 0;
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// We cannot drag these through the entire event system... :(
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spritetype* mytsprite;
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int* myspritesortcnt;
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// NOTE - not to be confused with Ken's analyzesprites()
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static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y, int z, double const smoothratio)
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{
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tspritetype *pTSprite;
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mytsprite = tsprite;
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myspritesortcnt = &spritesortcnt;
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for (int i = 0; i < spritesortcnt; i++) {
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pTSprite = &tsprite[i];
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if (pTSprite->owner != -1)
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{
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// interpolate sprite position
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pTSprite->pos = pTSprite->interpolatedvec3(smoothratio);
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pTSprite->ang = pTSprite->interpolatedang(smoothratio);
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}
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}
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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int var_38 = 20;
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int var_2C = 30000;
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spritetype *pPlayerSprite = &pPlayerActor->s();
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bestTarget = nullptr;
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short nSector = pPlayerSprite->sectnum;
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int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask;
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int nTSprite;
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// int var_20 = var_24;
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for (nTSprite = spritesortcnt-1, pTSprite = &tsprite[nTSprite]; nTSprite >= 0; nTSprite--, pTSprite--)
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{
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int nSprite = pTSprite->owner;
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auto pActor = &exhumedActors[nSprite];
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spritetype *pSprite = &pActor->s();
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if (pTSprite->sectnum >= 0)
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{
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sectortype *pSector = §or[pTSprite->sectnum];
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int nSectShade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
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int nShade = pTSprite->shade + nSectShade + 6;
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pTSprite->shade = clamp(nShade, -128, 127);
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}
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pTSprite->pal = RemapPLU(pTSprite->pal);
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// PowerSlaveGDX: Torch bouncing fix
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if ((pTSprite->picnum == kTorch1 || pTSprite->picnum == kTorch2) && (pTSprite->cstat & 0x80) == 0)
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{
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pTSprite->cstat |= 0x80;
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int nTileY = (tileHeight(pTSprite->picnum) * pTSprite->yrepeat) * 2;
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pTSprite->z -= nTileY;
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}
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if (pSprite->statnum > 0)
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{
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RunListEvent ev{};
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ev.pTSprite = pTSprite;
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runlist_SignalRun(pSprite->lotag - 1, nTSprite, &ExhumedAI::Draw, &ev);
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if ((pSprite->statnum < 150) && (pSprite->cstat & 0x101) && (pActor != pPlayerActor))
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{
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int xval = pSprite->x - x;
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int yval = pSprite->y - y;
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int vcos = bcos(nAngle);
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int vsin = bsin(nAngle);
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int edx = ((vcos * yval) + (xval * vsin)) >> 14;
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int ebx = abs(((vcos * xval) - (yval * vsin)) >> 14);
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if (!ebx)
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continue;
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edx = (abs(edx) * 32) / ebx;
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if (ebx < 1000 && ebx < var_2C && edx < 10)
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{
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bestTarget = pActor;
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var_38 = edx;
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var_2C = ebx;
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}
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else if (ebx < 30000)
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{
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int t = var_38 - edx;
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if (t > 3 || (ebx < var_2C && abs(t) < 5))
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{
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var_38 = edx;
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var_2C = ebx;
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bestTarget = pActor;
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}
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}
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}
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}
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}
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if (bestTarget != nullptr)
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{
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spritetype *pTarget = &bestTarget->s();
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nCreepyTimer = kCreepyCount;
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if (!cansee(x, y, z, nSector, pTarget->x, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sectnum))
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{
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bestTarget = nullptr;
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}
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}
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mytsprite = nullptr;
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myspritesortcnt = nullptr;
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}
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void ResetView()
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{
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EraseScreen(overscanindex);
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#ifdef USE_OPENGL
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videoTintBlood(0, 0, 0);
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#endif
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}
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static TextOverlay subtitleOverlay;
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void DrawView(double smoothRatio, bool sceneonly)
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{
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int playerX;
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int playerY;
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int playerZ;
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int nSector;
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binangle nAngle, rotscrnang;
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fixedhoriz pan;
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fixed_t dang = IntToFixed(1024);
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zbob = bsin(2 * bobangle, -3);
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DoInterpolations(smoothRatio / 65536.);
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pm_smoothratio = (int)smoothRatio;
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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int nPlayerOldCstat = pPlayerSprite->cstat;
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auto pDop = &PlayerList[nLocalPlayer].pDoppleSprite->s();
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int nDoppleOldCstat = pDop->cstat;
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if (nSnakeCam >= 0 && !sceneonly)
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{
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auto pActor = SnakeList[nSnakeCam].pSprites[0];
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auto pSprite = &pActor->s();
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playerX = pSprite->x;
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playerY = pSprite->y;
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playerZ = pSprite->z;
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nSector = pSprite->sectnum;
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nAngle = buildang(pSprite->ang);
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rotscrnang = buildang(0);
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SetGreenPal();
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pEnemy = SnakeList[nSnakeCam].pEnemy;
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if (pEnemy == nullptr || totalmoves & 1)
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{
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nEnemyPal = -1;
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}
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else
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{
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nEnemyPal = pEnemy->s().pal;
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pEnemy->s().pal = 5;
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}
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}
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else
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{
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playerX = pPlayerSprite->interpolatedx(smoothRatio);
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playerY = pPlayerSprite->interpolatedy(smoothRatio);
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playerZ = pPlayerSprite->interpolatedz(smoothRatio) + interpolatedvalue(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, smoothRatio);
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nSector = PlayerList[nLocalPlayer].nPlayerViewSect;
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updatesector(playerX, playerY, &nSector);
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if (!SyncInput())
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{
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pan = PlayerList[nLocalPlayer].horizon.sum();
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nAngle = PlayerList[nLocalPlayer].angle.sum();
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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}
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else
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{
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pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
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nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio);
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio);
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}
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if (!bCamera)
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{
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pPlayerSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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pDop->cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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else
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{
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pPlayerSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pDop->cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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}
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nCameraa = nAngle;
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if (nSnakeCam >= 0 && !sceneonly)
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{
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pan = q16horiz(0);
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viewz = playerZ;
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}
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else
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{
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = sector[pPlayerSprite->sectnum].floorz;
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if (viewz > floorZ)
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viewz = floorZ;
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nCameraa += buildang((nQuake[nLocalPlayer] >> 7) % 31);
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if (bCamera)
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{
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viewz -= 2560;
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if (!calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerSprite, &nSector, nAngle, pan, smoothRatio))
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{
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viewz += 2560;
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calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerSprite, &nSector, nAngle, pan, smoothRatio);
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}
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}
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}
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nCamerax = playerX;
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nCameray = playerY;
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nCameraz = playerZ;
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int Z = sector[nSector].ceilingz + 256;
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if (Z <= viewz)
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{
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Z = sector[nSector].floorz - 256;
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if (Z < viewz)
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viewz = Z;
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}
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else {
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viewz = Z;
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}
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nCamerapan = pan;
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if (nFreeze == 2 || nFreeze == 1)
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{
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nSnakeCam = -1;
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videoSetViewableArea(0, 0, xdim - 1, ydim - 1);
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}
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UpdateMap();
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if (nFreeze != 3)
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{
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static uint8_t sectorFloorPal[MAXSECTORS];
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static uint8_t sectorCeilingPal[MAXSECTORS];
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static uint8_t wallPal[MAXWALLS];
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int const viewingRange = viewingrange;
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int const vr = xs_CRoundToInt(65536. * tan(r_fov * (pi::pi() / 360.)));
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videoSetCorrectedAspect();
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renderSetAspect(MulScale(vr, viewingrange, 16), yxaspect);
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if (HavePLURemap())
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{
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for (int i = 0; i < numsectors; i++)
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{
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sectorFloorPal[i] = sector[i].floorpal;
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sectorCeilingPal[i] = sector[i].ceilingpal;
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sector[i].floorpal = RemapPLU(sectorFloorPal[i]);
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sector[i].ceilingpal = RemapPLU(sectorCeilingPal[i]);
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}
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for (int i = 0; i < numwalls; i++)
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{
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wallPal[i] = wall[i].pal;
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wall[i].pal = RemapPLU(wallPal[i]);
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}
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}
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if (!testnewrenderer)
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{
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renderSetRollAngle((float)rotscrnang.asbuildf());
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renderDrawRoomsQ16(nCamerax, nCameray, viewz, nCameraa.asq16(), nCamerapan.asq16(), nSector);
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analyzesprites(pm_tsprite, pm_spritesortcnt, nCamerax, nCameray, viewz, smoothRatio);
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renderDrawMasks();
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}
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else
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{
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render_drawrooms(nullptr, { nCamerax, nCameray, viewz }, nSector, nCameraa, nCamerapan, rotscrnang, smoothRatio);
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}
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if (HavePLURemap())
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{
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for (int i = 0; i < numsectors; i++)
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{
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sector[i].floorpal = sectorFloorPal[i];
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sector[i].ceilingpal = sectorCeilingPal[i];
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}
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for (int i = 0; i < numwalls; i++)
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{
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wall[i].pal = wallPal[i];
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}
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}
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if (nFreeze)
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{
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nSnakeCam = -1;
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if (nFreeze == 2)
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{
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if (nHeadStage == 4)
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{
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nHeadStage = 5;
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pPlayerSprite->cstat |= 0x8000;
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int ang2 = nCameraa.asbuild() - pPlayerSprite->ang;
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if (ang2 < 0)
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ang2 = -ang2;
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if (ang2 > 10)
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{
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inita -= (ang2 >> 3);
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return;
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}
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if (bSubTitles)
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{
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subtitleOverlay.Start(I_GetTimeNS() * (120. / 1'000'000'000));
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subtitleOverlay.ReadyCinemaText(currentLevel->ex_ramses_text);
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}
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inputState.ClearAllInput();
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}
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else if (nHeadStage == 5)
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{
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if ((bSubTitles && !subtitleOverlay.AdvanceCinemaText(I_GetTimeNS() * (120. / 1'000'000'000))) || inputState.CheckAllInput())
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{
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inputState.ClearAllInput();
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LevelFinished();
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EndLevel = 1;
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if (CDplaying()) {
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fadecdaudio();
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}
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}
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else subtitleOverlay.DisplayText();
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}
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}
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}
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else if (!sceneonly)
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{
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if (nSnakeCam < 0)
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{
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DrawWeapons(smoothRatio);
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DrawMap(smoothRatio);
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}
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else
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{
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RestoreGreenPal();
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if (nEnemyPal > -1) {
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pEnemy->s().pal = (uint8_t)nEnemyPal;
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}
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DrawMap(smoothRatio);
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}
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}
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}
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else
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{
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twod->ClearScreen();
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}
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pPlayerSprite->cstat = nPlayerOldCstat;
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pDop->cstat = nDoppleOldCstat;
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RestoreInterpolations();
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flash = 0;
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}
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bool GameInterface::GenerateSavePic()
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{
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DrawView(65536, true);
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return true;
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}
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void GameInterface::processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
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{
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analyzesprites(tsprite, spritesortcnt, viewx, viewy, viewz, smoothRatio);
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}
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void NoClip()
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{
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}
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void Clip()
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{
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}
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void SerializeView(FSerializer& arc)
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{
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arc("camerax", nCamerax)
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("cameray", nCameray)
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("cameraz", nCameraz)
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("touchfloor", bTouchFloor)
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("chunktotal", nChunkTotal)
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("cameraa", nCameraa)
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("camerapan", nCamerapan)
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("camera", bCamera)
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("viewz", viewz)
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("enemy", pEnemy)
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("enemypal", nEnemyPal)
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.Array("vertpan", dVertPan, countof(dVertPan))
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.Array("quake", nQuake, countof(nQuake))
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.EndObject();
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}
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END_PS_NS
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